Are you interested in a fighting game tutorial?

Discussion and feedback on Construct 2

Post » Fri Feb 08, 2013 4:26 pm

[QUOTE=bscarl88] haha that's funny, I see that!

how do you get the player box to follow the shoryuken animation? so he can still be attacked while doing the shoryuken [/QUOTE]

@bscarl88, your question made me realize a bug on my collision system, I'll check that... in theory you'll be able to hit the character performing the shoryuken when he is falling down, or from behind, but rigth now that bug is not allowing to do that

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Post » Fri Feb 08, 2013 4:26 pm

[QUOTE=urbano] Will have a status of how to do this or will release the capx?[/QUOTE]

@urbano yes!!, I only started the topic to see if people were really interested on the tutorial.. As soon as I have a working base engine I'll start recording video-tutorial.. I have to check some collision issues and add Character-selection... I'll let more experienced users to deal with the Ai since that is not my field of expertise.

Hopefully by the end of next week I'll be releasing the first one.
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Post » Fri Feb 08, 2013 5:42 pm

[QUOTE=danuyos] [QUOTE=bscarl88] haha that's funny, I see that!

how do you get the player box to follow the shoryuken animation? so he can still be attacked while doing the shoryuken [/QUOTE]

@bscarl88, your question made me realize a bug on my collision system, I'll check that... in theory you'll be able to hit the character performing the shoryuken when he is falling down, or from behind, but rigth now that bug is not allowing to do that

[/QUOTE]

Couple questions and suggestions.

SUGGESTION:
What about when he is performing it. I have a weighted system that allows me to say 1 attack is weighted higher than another. That way if two people perform an attack at the same time, one of them has to prevail.

QUESTIONS
When he is doing his shoryuken, are you using path finding to make him follow an uppercut motion?
And are you making his player box follow the animation diagonally up with the shoryuken?
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Post » Fri Feb 08, 2013 7:31 pm

[QUOTE=danuyos] [QUOTE=urbano] Will have a status of how to do this or will release the capx?[/QUOTE]

@urbano yes!!, I only started the topic to see if people were really interested on the tutorial.. As soon as I have a working base engine I'll start recording video-tutorial.. I have to check some collision issues and add Character-selection... I'll let more experienced users to deal with the Ai since that is not my field of expertise.

Hopefully by the end of next week I'll be releasing the first one.[/QUOTE]



Cool, I really liked, congratulations dev.

I'm awaiting this tutorial.

Big Hug, here in Brazil
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Post » Fri Feb 08, 2013 7:32 pm

@bscarl88 you mean like the old Killer Instinct rock/paper/scissors?.. actually my system relies only on who performed first but since I don't have 4 hands to play with the keyboard I haven,t considered that situation... I haven't even considered hadoukens collisioning with each other hahahaa.. ready to fix it

>>not path finding.. just plattform movement.. I'm trying to make it simple (although it's very complicated) so only basic plugins, so far only sprites, plattform movement and tiled backgrounds (health bars). also the animations/motion respond tho the strenght of the attack during the shoryuken

I'm still fixing the collisions bugs
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Post » Fri Feb 08, 2013 9:41 pm

Here's an idea for an AI structure if you change your mind. I did a 2D fighter AI in a different programming language ages ago, and if I remember right it worked something like this:

The AI fighter has an instance variable called Decision and another timed variable called Decision_Timer. These get checked every tick. When the Decision_Timer reaches zero, it means that it's time for the AI to decide what to do. When that happens, the function Make_Decision gets called.

Make_Decision checks the distance between AI and the opponent, and then sets a course of action that suits the situation into the variable Decision. For instance if the distance is close the AI might want to throw the opponent, so Decision gets set to AI_Throw. If the distance is about 150 pixels or something he might want to either throw a hadoken or try a flying kick, so Decision gets set to AI_Hadoken or AI_Flykick_M by a random value.

When Decision is set, Decision_Timer also gets set to countdown 2-3 seconds. If the AI can't pull off the attack he decided on before the timer runs out, Make_Decision is called again. While Decision_Timer is running, it's also good to check if the player opponent suddenly decides to jump or something so the AI doesn't pull an attack that no longer makes sense.

Let me know if you change your mind about tackling the AI and I'll see if I can dig out the source code to explain it better.
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Post » Fri Feb 08, 2013 10:44 pm

thanks @ErekT, I 've also read something about AI for fighting games, and already though on something similar to your suggestion, the tricky part is to make a "tree" of infinite (or almost) possible actions, and also transform all my code to functions so the AI will take on the same code of player2.

The only problem I have is time, I have some papers to work on, and for the next 2 weeks I won't be able to make big progress so I prefer to publish the tutorials in the meantime..

I think I just finished the basis of the engine, and probably during the weekend I'll update the demo, so you can look for bugs before I start recording the videos... (finally a Ken vs Ryu battle!!!)
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Post » Sun Feb 10, 2013 11:51 pm

Nice, this thread could help everyone who wants to make fighting games
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Post » Mon Feb 11, 2013 12:12 am

I'm interested
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Post » Mon Feb 11, 2013 3:42 am

Sign me up for the tutorial as well!
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